Automated shut-off for essence berry farm suggestions

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Goobdude

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Jul 29, 2019
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Hello, I've recently set up a nice little essence berry to liquid xp farm, and currently have a DSU holding excess berries. The problem is, however, that the DSU will always pump through my itemducts to the autonomous activator I have, which then, when the tank is full, my vacuum hopper can't suck up the excess xp. Is there a way for me to hook up something like a BC gate that senses when the vacuum hopper is full, and sends a redstone signal to the itemduct attached to the DSU to effectively stop pumping berries? I currently have a lever that I manually trigger whenever the tank needs more liquid xp, but I'd prefer an automated way (wouldn't we all?)

If there's a simple setup with BC gates, something I'm missing with itemduct/fluiduct behavior, or any other simple solution (Project Red maybe?) I'd appreciate the input.
 

Golrith

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Nov 11, 2012
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Do you have the Translocators mod? That would be perfect, as that can regulate the amount of items in the Activator.

If the Vacuum Hoppers are struggling to keep up, add more hoppers (had a similar problem myself in Arg Skies).

Some mod multiblock tanks have a block that emits a redstone signal when the liquid inside the tank reaches the that block. Might be worth investigating. Send the signal to the Activator to turn it off.
 

Goobdude

New Member
Jul 29, 2019
53
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Do you have the Translocators mod? That would be perfect, as that can regulate the amount of items in the Activator.

If the Vacuum Hoppers are struggling to keep up, add more hoppers (had a similar problem myself in Arg Skies).

Some mod multiblock tanks have a block that emits a redstone signal when the liquid inside the tank reaches the that block. Might be worth investigating. Send the signal to the Activator to turn it off.

Well, I don't have Translocators (might look into adding it however, assuming it doesn't cause issues), and the vacuum hopper keeps up just fine, but a tank that emits a redstone signal might just work. I was hoping to shorten the distance however, by just using something that can detect the vacuum hopper's tank, to minimize the relay time between filling up and stopping the autonomous activator.
 

netmc

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Jul 29, 2019
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You could try connecting a comparator to the tank and see if it will read the fluid level. (Or maybe a bc gate next to the tank)

You might be able to do the same thing with the vacuum hopper. If you are using a railcraft tank, it will need to be next to a valve.

Then you can turn the system on and off based on the signal.
 

Yusunoha

New Member
Jul 29, 2019
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if you've extra cells installed you could use the fluid level emitter from Extra Cells
if the network has a certain amount of liquid essence the fluid level emitter can emit a redstone signal that could turn off the activator
 

Goobdude

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Jul 29, 2019
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if you've extra cells installed you could use the fluid level emitter from Extra Cells
if the network has a certain amount of liquid essence the fluid level emitter can emit a redstone signal that could turn off the activator

This! Precisely what I needed. Thank you to everyone else as well, I've always liked how helpful this community is :)
 

Golrith

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Nov 11, 2012
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The other option, instead of turning on/off the system (since you have "infinite" xp), is to work out a way of taking the overflow, covert it into mob essence (if you have MFR), pump it into a reactant dynamo with some gunpowder and generate some power.
 

Goobdude

New Member
Jul 29, 2019
53
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The other option, instead of turning on/off the system (since you have "infinite" xp), is to work out a way of taking the overflow, covert it into mob essence (if you have MFR), pump it into a reactant dynamo with some gunpowder and generate some power.

...I actually really like that idea. Will look into it.
 

netmc

New Member
Jul 29, 2019
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XP orbs in a sewer creates mob essence. Using a vacuum hopper creates liquid xp.
 

belgabor

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Jul 29, 2019
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One thing you need to be aware of with the level emitter, if the fluid registry changes (aka if a fluid is added or removed from the game due to updates or changes in your pack) the configured fluid may change. I don't belive this was fixed in any of the 1.6 extra cells updates. It's not much of an issue if you remember to check whenever you update or change the pack.
 

Yusunoha

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Jul 29, 2019
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what I used to do was put a vacuum hopper and a sewer next to eachother. I set it so the experience that I wanted was the one that'd constantly suck in the experience, and the other was disabled with a fluid level emitter on the output tesseract/fluiduct. when the system was full with the main experience, the other one would get switched on and the other would be disabled through a fluid level emitter aswell

when the other experience would be full aswell, the system would start deleting any excess liquid.
but if you've Extra Cells you can store an insane amount of liquids in the liquid AE cells, so before you hit that point where you start deleting the liquid you'll have enough experience for decades